IntroductionI am sure we can all imagine how new shiny commercial games manage to attract players on Steam...we don't have shiny, we have a close knit community and we need to leverage that angle and once we leverage that angle we will grow because tight knit communities are part of what GPL and gaming is about:
Marketing and Community Building Assessment for MegaGlest
Problems with current marketing approach1. Mega Glest has no appeal on Steam. STEAM players want shiny, new, and fast. Most new players want shiny, new, and fast.
2. People come community looks dead.
3. No Hooks in advertising for Mega Glest. No sexualized imagery, no pulse raising action,
nothing shiny or fast.
4. Games take too long and too big for new players to like them.
How to fix these problems:1. Pick ONE or TWO days to arrange a community game. Probably the week-end days, at once
time. Make sure that we keep it active with players during that day.
2. ADVERTISE THAT COMMUNITY DAY!!!!!!!!!! (We used caps because its that important)
3. Use hooks in our advertising: stuff like positive imagery and stuff that makes people’s heart
pound. Associate our product with people’s basic drives.
4. For the community games plan games that new people can enjoy: short, fast, lightning battles.
Leave them wanting more.
SummaryPlan a community day around small maps and fast games. We are competing with
professional companies for the player’s short attention span and time. We need shiny advertising and a
community gaming hour that takes place only Once or Twice a week. Leave our users wanting more.
If you can imagine a future MegaGlest with active community game days and think this is a good idea feel free to reply below and say that its a good idea and that you are interested because we need all the help we can get
Here is a PDF version of our proposal:
https://matrix.org/_matrix/media/v1/download/matrix.org/noHzXvGaBLtpRhlQyuaPnkNQThank you for your time.
Sincerely,
Edaq